Topic: Changelog
2008 Dec 8
- Fixed *_protect unequip bug
2008 Dec 7
- Installed a community forum
2008 Dec 6
- Some new recipes
- Skyharbor moved out of range, you'll need a better vehicle but your feet now
2008 Dec 5
- A holiday special is coming soon
- GW is now using variable functions for implementing item SFX and enemy special attacks
2008 Dec 2
- Fixed an error in the new enemy stat algorithm
- Armor now no longer absorbs damage completely, really speeding up combat
- Enemies may now have an attack type
- Equipment now may offer special protection against certain attack types, besides armor rating
2008 Dec 1
- New enemies
- Fixed a bug in enemy loot
- Redesigned the layout of the workshop and shop again
- Redesigned the equipment/inventory to pseudo-multipage layout
- Grim World now uses jQuery for pseudo-multipage layouting
- Extended the armor slots again
- The second shop, a gun shop is implemented
- You can now no longer buy any recipe at the shops
- Soon we will reach 150 items
- Fixed a critical error with session handling
2008 Nov 29
- Implemented the basics of a travel mode
- Implemented new regions
- Fixed a severe bug in the combat mechanics
- Fire weapons are working now
2008 Nov 23
- Redesigned the layout of the workshop and shop completely
- More enemies added
- Enemy description added
- A bunch new items and recipes
2008 Nov 22
- The Workshop was completely redesigned
- You can now sell stuff at the shop
- You bargain at the shop
2008 Nov 21
- Added reload mechanism for weapons
- You can now find crowns while scavenging
- There is now a shop where you can buy stuff
- After normal death you now only lose random items, not all your stuff
- Death by radiation resets the character completely, just like Suicide
- Fixed a bunch of minor bugs
2008 Nov 20
- Fixed critical error in character creation on first visit
- Equipment slot was split in melee and range weapon
- Combat engine now has the option of melee and ranged fighting
- Added more item (e.g. firearms)
2008 Nov 19
- Added more items
- Tuned the combat system — combats are now slightly shorter
- Tuned the foraging system — foraging is now slightly easier
- Tuned the scavenging system — scavenging is now slightly more difficult
- Inventory and item lists now are sorted
- First implementation of a radiation mechanism
2008 Nov 18
- Added a bunch of new items
- Added a counter on start page
- Added reusable items
- Added save and load game via cookies
2008 Nov 17
- Added escape option for combat
- Added eat the dead option for won combat
- Added radiation counter
- Added perks basics
- Added item combine
- Added voluntary unequip
- It now has something, you can may call layout
- Added item detach
2008 Nov 16
- First version online
- Added equip items
- Added use items
- Added energy mechanism
2008 Nov 15
- Project start